ORAS UU The Terror of Smaug (UU Balance Volt-Turn)

So I have recently jumped into UU. After familiarizing myself with the metagame (to an extent) I decided try my hand at team building. I decided to build my team based around Mega Sceptile because Sceptile is my favorite mon...

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Smaug (Sceptile-Mega) (M) @ Sceptilite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Focus Blast
- Dragon Pulse
- Giga Drain

I have tried out most of the Mega Sceptile sets in UU, and I have come to the conclusion that this is his most effective. Sceptile is a fantastic answer for the plethora of bulky water types in the tier, as well as nuking anything else that wants to get in the way. Sceptile also serves as a consistent revenge killer, as he outspeeds most of the tier and can be a late game sweeper.

I went with dual grass STAB, Leaf Storm as my go to hard hitting move and Giga Drain as a reliable spamble move that also recovers Sceptile's health (which can get rather low if switched into too many scalds). Dragon Pulse is there as a secondary reliable STAB. Focus Blast is there to allow me to hit steel types like Mega Aggron as well as dealing decent damage to the likes of Umbreon and Snorlax.

Infernape.jpg


Tiki (Infernape) (F) @ Life Orb
Ability: Iron Fist
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Flare Blitz
- U-turn

Infernape serves as the first member of the Volt-Turn core on my team as well as serving as a fast physical fire type that pairs well with Mega Sceptile. This set may look a little odd, because first the slot was occupied by Choice Scarf Darmanitan but I disliked how detrimental it was to lock myself into a move. Infernape filled a similar role to that of Scarf Darm, while hitting slightly less hard, it retains its full moveset.

Flare Blitz and Close Combat are my go to powerfull STABs, while U-Turn gives me momentum. I decided to go with Rock Slide over mach punch because I really need rock coverage for the likes of Chandelure and flying types.

Suicune.jpg


Borealis (Suicune) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roar
- Scald
- Rest
- Calm Mind

The Defensive monster that is Suicune is here to sponge up physical attacks, roar out any set up sweepers and burn things with scald. This Suicune Set can be particularly annoying due to its ability to set up with Calm Mind and take hits from both sides of the spectrum and then being able to heal up with Rest. I went with lefties over Chesto and I decided against sleep talk because of the next member of my team...

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Chalice (Florges) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Moonblast
- Wish
- Protect
- Aromatherapy

Florges is my team cleric/ wish passer. Aromatherapy comes in handy in healing away the sleep on Suicune as well as any other status that my team may not want to take. Florges' wish passing is particularly useful in healing up both Sceptile and Infernape if they get worn down and are still usefull, as well as healing up Donphan and Zapdos (who you will find are the next members of the team). Moonblast provides my team with STAB fairy coverage, while protect pairs well with Wish as well as giving me some scouting abilities.

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Cobalt (Donphan) (M) @ Assault Vest
Ability: Sturdy
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Ice Shard
- Knock Off
- Earthquake
- Rapid Spin

I decided to go with Donphan because I wanted a spinner, as well as a ground type that hit fairly hard. Donphan filled that roll perfectly, and when paired with an Assault Vest, he can be pretty tanky. I find myself Wish Passing to Donphan more often than not due to his lack of recovery, the wish passing also refreshes his Sturdy which can be useful. Knock off is a powerful and ultimately useful move. EQ is a powerful STAB. Ice Shard is the only form of priority on my team and is useful in checking the likes of Salamence and opposing Mega Sceptile as well as just being a solid option for damage on flying types.

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Zippy (Zapdos) @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Volt Switch
- Heat Wave
- Hidden Power [Ice]
- Discharge

Zapdos is the other half to my volt-turn core, and similar to Infernape, this set is fairly non-standard. I went with full HP and Special Attack investment with a modest nature to allow Zapdos to take as many hits as possible while hitting as hard as possible.

I decided to go with Discharge over Thunderbolt because I thought that the Para chance would be beneficial to my team while not sacrificing that much power. Heat Wave is solid fire coverage that allows Zapdos to threaten out numerous grass and steel types that would otherwise not mind his company. Volt Switch is a solid STAB momentum move that is incredibly useful if the opposing team doesn't have an electric immunity.

My last move, HP Ice, is one that I have changed on numerous occasions. HP Ice allows me to predict switch ins and hit ground types for a fair chunk of damage as well as surprise KO the likes of Salamance, Gliscor and Sceptile. However, Roost is also incredibly useful especially when I am unable to wish pass to Zapdos. I have also considered running HP Grass for the likes of Swampert who seems to have risen in popularity as of late (both regular and mega) although this seems unnecessary due to Sceptile. Extrasensory is another option that would provide psychic coverage that is otherwise absent from my team.


So that is my team! I has worked out pretty well, right now I am sitting just below 1400 in the PS ladder (the highest I have been in UU). Please let me know of any suggestions for anything on the team and thank you for taking the time to read over my post!
 
Hi.

  • Cobalion > Donphan. You lack rocks. Cobalion is a better check to Mega Aboma and the likes. The typing and speed does help more when it comes to checking SD Lucario, daunt, beedrill etc a lot better than donny would.
  • Entei > Infernape because the priority is nice to have vs slurpuff and other shits, not to mention mons like sceptile really appreciate entei's ability to break stuff and having a wallbreaker is nice because having Sceptile as your only mon that can immediately deal out damage blows. Checks CM Florg too.
  • Zappy should run Volt Switch / Heatwave / Defog / Roost if you're still interested in keeping the volt switch thing otherwise tbolt is the better choice. Run an ev spread of 248 hp / 16 spa / 244 spe with a modest nature. With the removal of donphan you need hazard control.
  • Florg doesnt need max spdef its natural special bulk makes up for that as such i'd recommend the following: 252 hp / 232 def / 24 spdef with a calm nature. With that spread it gives it a more rounded bulk. It's still able to take special hits from threats like kyurem and doesnt completely crumble to physical attackers.
  • On cune you could run say around 60 speed to creep opposing roar cunes which can become an issue (this is if you keep roar). Ice Beam > Roar might also be worth considering especially because you're kinda weak to dd mence and if cune is healthy enough you can check it.
  • If you gave sceptile a modest nature it would check cune better (its ur primary answer to it) and you dont miss the speed as you have good answers to bee and aero in coba and suicune respectively.
Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Volt Switch
- Iron Head
- Close Combat

Entei @ Choice Band / Flame Plate
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Flare Blitz
- Extreme Speed
- Stone Edge

Hope this helps.
 
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